Mark_GGG

Mark_GGG



22 Jul

Comment

The Consume skill kills one of your minions and applies a buff to the Reaper for a base duration of 6 seconds. The buff grants 40% increased damage, 20% increased attack speed, 20% increased movement speed and 10% increased character size.

The Reaper has muliple instances of the skill which its AI uses in different circumstances:

  • The version it frequently uses because it's hurt has a 6-second cooldown.
  • The version it infrequently uses because it just felt like it (and didn't already have the buff) has a 25 second cooldown.

EDIT: Consume also recoverys 50% of the Reaper's life.

Comment

Originally posted by CycloneSP

I'm sorry, but I don't fully understand.

are you saying that damage is rolled, converted, rolled, converted, etc?

like say I convert 10-100 light dmg to chaos, the game rolls 56 light, then converts that to chaos, then if I had 20-40 added chaos dmg, it'd roll 27 chaos dmg AFTER the light dmg was rolled then converted to chaos?

so does this mean supercharge does work, even if I'm converting the dmg to chaos?

No. Conversion does not apply to the damage roll of the hit, it is already applied to your min/max damage values.

If you look at your skill in game, you can see this on the popup. A skill with x-y base physical damage and 100% conversion of physical to fire will show that it's damage ranges are x-y fire damage. When you hit with that skill, it has a fire damage range and makes a roll between those values to determine the specific fire damage value of that hit. It does not have any min/max physical damage to roll, because those were converted away.

Comment

Originally posted by DickInButtFartClown

How exactly does astral projector work with it since it just does a buff when you cast it?

The damage when the duration expires occurs where you targeted the spell rather than around you.

Comment

Originally posted by FuyuriWoW

/u/Mark_GGG does this mean that astral projector would work with the skill?

thank u

does this mean that astral projector would work with the skill?

No.

Astral Projector will work with Voltaxic Burst, but that's entirely unrelated to anything in this thread, nothing I said here means that it will. Being a Nova Spell means that.

Comment

Originally posted by CycloneSP

Okay, I've got a doozy of a question that has big implications for my upcoming build

u/Mark_GGG if I convert 100% lightning dmg to chaos damage, and have the supercharge cluster jewel notable, is the resulting hit still lucky?

basically, does the "lucky" aspect roll before or after conversion?

Conversion affects min/max damage. You can see this on the skill tooltips. You make the damage roll for each type when you hit, between those values.


21 Jul

Comment

Originally posted by hoxa3

u/Mark_GGG could we please have the info on what are the tags affecting the beam portion of Storm Rain ? It is a wild strike like gem where beams won't benefit from projectile damage (and possibly something else ?)

They're beams from a projectile - just like Ball Lightning and Lightning Arrow, they're projectile damage.

Comment

Originally posted by mercurial_magpie

An interesting question would be whether the Nexus Gloves implicit works with triggered skills. Their wording uses "when you pay" which doesn't seem to exist elsewhere. I'd like confirmation whether channeled skills get the Nexus Gloves refund while channeling, which may be a confirmation that they would also refund Triggered spells.

For comparison, Kitava's Thirst uses "when you spend" which seems to be a variant of "when you use" since channeled skills with over 100 cost only triggers on the initial cast.

Costs are paid, resources are spent. With EB skills can have a Mana Cost, and you can pay that cost by spending ES instead - this isn't spending mana (Kitava's Thirst), but is paying a mana cost (Nexus Gloves, although those aren't specific only to mana costs).

Comment
    Mark_GGG on Forums - Thread - Direct

The Consume skill kills one of your minions and applies a buff to the Reaper for a base duration of 6 seconds. The buff grants 40% increased damage, 20% increased attack speed, 20% increased movement speed and 10% increased character size. It also recovers 50% of the Reaper's life.

The Reaper has muliple instances of the skill which its AI uses in different circumstances:

  • The version it frequently uses because it's hurt has a 6-second cooldown.

  • The version it infrequently uses because it just felt like it (and didn't already have the buff) has a 25 second cooldown.





Comment

Becoming Immune to a debuff always removes that debuff. That has not changed.

Previously, the immunity lasted for the flask duration, which meant instant flasks, having no duration, did not actually make you immune. This is why the mod previously needed an explicit removal-on-use as well as immunity. The immunity now always has a duration, so having explicit removal in addition to immunity would be redundant.

Comment

Yes, Voltaxic Burst applies a buff.

EDIT: My information was out of date, sorry. This has actually changed since I last tested the skill in-game. This was determined not to be a buff due to not having any effect on the player.


20 Jul

Comment

Originally posted by Stillhart

Is ward effected by Skin of the Loyal's "100% increased defenses" (paraphrasing from memory) mod?

Yes, Ward is a new type of Defence, alongside Armour, Evasion, and Energy Shield.


19 Jul

Comment

According to the order of receiving damage, and if I theorise correctly, Ward counts as a flat modifier to damage taken (5.1 in the sequence of receiving damage), and therefore comes after % reductions like Fortify and Armour's PDR.

To clarify, the livestream used imprecise language to get the general idea across without making it sound overcomplicated. Ward does not modify damage taken, it changes how/where you take damage (step 7 in your link). For examp...

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10 Jul

Comment

Originally posted by DuckyGoesQuack

but I don't think there are any of those for resistance

For completeness, I think Tempered by War is the singular case.

I stand corrected.

Comment

Originally posted by Silyus

So if I press Alt over EoM it clearly states that 1) it also multiplies negative res (so it does, in fact not "increase" them, it just multiply them) and 2) this effect is performed after ele reduction but before ele pen, right?

Jesus, I can't understand why GGG leaves such details to the wiki and/or word of mouth. This is clearly a detail that can make or break a build and here we are, divining the meaning of obscure and/or ambiguous words, whilst the exact behaviour is exactly coded on their side /endrant

P.S. it kinda reminds me the issue I had with the Mark of the Shaper that doesn't summon VA on mines, even if it worded "on kill" rather than "on your kill", but that's another story.

also multiplies negative res (so it does, in fact not "increase" them, it just multiply them

This is untrue. It is an increase modifier, and is additive with any other "increased" or "reduced" modifiers applying to those resistances. Such modifiers are rare, but do exist.

This works exactly the same as any other "increased" modifier in the game. Increases mathmatically take a % of the value, and add that to the value. If the value is negative, this makes it more negative.

This is not preformed after "ele reduction", it is additive with any actual "reduced" modifiers to the resistance. People in this thread (and in general) are incorrectly using that term to refer to modifiers which subtract from resistance. In PoE, modifiers which add/subtract to the base value are always applied first, then all % increases and reductions to that value are summed and apply additively, (and each different "more" or "less" modifier applies s...

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Comment

Originally posted by ztikkyz

I think the question is more "arc more damage per chain" is it additive to frenzy charge more damage?

No, those are different modifiers.

Comment

Originally posted by thanatosiax

I think this either needs a bit more clarification, or my understanding of mechanics like Frenzy Charges and Arc's Chain bonus is wrong... because I've always understood those to NOT be self-multiplicative.

Arc has a single modifier, the value of which varies based on how many times it has chaned. There are not multiple more modifiers on Arc.

Similarly, the player character has a single modifier giving 4% more damage per frenzy charge - this can be seen in the character panel.

Comment

Originally posted by Bohya

I always assumed that "increased damage taken" was essentially a more damage multiplier if there were no other sources of increased damage taken. This is quite a new piece of information.

That's technically true in a certain sense but also meaningless. The difference between "more" and "less" is meaninless with only one modifier, because the only difference is in how they stack with other modifiers to the same value.

A passive with 10% increased melee damage behaves exactly like a "more" modifier if you have no other increases to damage, because there's nothing for it to be additive with. The distinction only makes sense in terms of discussing multiple modifiers.


08 Jul

Comment

Originally posted by moldydwarf

The evil eye on curse effect medium makes enemies cursed by you take 5% more damage. This is a "more damage" multi.

Just pointing this out since some may not know. "More" multipliers of the same type are additive with each other. Meaning if you have, let's say, 4 Evil Eye cluster jewels, then you'll get (1+5%+5%+5%+5%)-1 = 20% more DPS, not (1+5%)(1+5%)(1+5%)*(1+5%)-1 = 21.5% more DPS.

The evil eye on curse effect medium makes enemies cursed by you take 5% more damage. This is a "more damage" multi.

Just pointing this out since some may not know. "More" multipliers of the same type are additive with each other. Meaning if you have, let's say, 4 Evil Eye cluster jewels, then you'll get (1+5%+5%+5%+5%)-1 = 20% more DPS, not (1+5%)(1+5%)(1+5%)*(1+5%)-1 = 21.5% more DPS.

This is not true. "more" and "less" modifiers always stack multiplicatively with each other. However, the Evil Eye notable has an increased damage taken modifier, not more damage taken. It is thus additive with all other increased/reduced modifiers to damage taken.


01 Jul

Comment
    Mark_GGG on Forums - Thread - Direct

It does work, in that the Bane spell will have Culling Strike.

But having Culling Strike means that if it hits something, it will kill that thing if it's on 10% or lower life after the hit. That's fundamentally what Culling Strike is.

So because Bane can't hit anything, it having Culling Strike is entirely irrelevant.


30 Jun

Comment

Originally posted by Artickman

I have a question about this Watcher's Eye mod:
Unaffected by Bleeding while affected by Malevolence
I have it and Malevolence aura on but I still seem to get bleeds.
Does that mean it doesn't work for all kinds of bleeds or perhaps it doesn't make you immune to the debuff itself but rather bleed damage?
Also, does it work against Corrupted Blood or do I need the Eye and another Jewel with the implicit to make myself completely immune to bleeds?

"Unaffected by" means a debuff can be applied to you, but it won'd do anything. This means you can benefit from any "while bleeding" modifiers, without the bleeding actually causing you to take physical damage.

Corrupted Blood is not Bleeding. Being protected from Bleeding will not affect Corrupted Blood in any way.